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FPSC Classic Models and Media / How do you animate entities in FPS?

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markbpriv
19
Years of Service
User Offline
Joined: 28th Jul 2005
Location:
Posted: 21st Sep 2005 15:24
Hi,

I have managed to import some Dark Matter character models into FPS and use them as entities.

Basically, I have made a copy of an existing fpe characters entity and just renamed it and pointed it to one of the Dark Matter .x files and appropriate texture file for the character model.

Unfortunatley when I add the entity (by default it is dynamic) into FPS they do not appear in the game.

if I add the entity as static they appear in the game but do not move.

I noticed that there is animation section in some of the .fpe files with lines of numbers. Becuase I have copied the .fpe file this animation section remains unchanged for the entities I have created.

What do the lines under this animation heading do?
Do I need to replace it and if so what with and how?

I hope some one can help. FPS is useless to me if I can not use charcter models of my choice.

Many thanks

Mark
Renzo
19
Years of Service
User Offline
Joined: 20th Sep 2005
Location: italy
Posted: 21st Sep 2005 20:25
hello .. i dont have dark matter
this dark matter character model have already an animation?
i think all the FPSC character.x files have the same animation
all the animation (like walk-run-jump-shot..) are marged into a single big animation of 2498 frames
this is how the single move work
--------------------------
...
;animationinfo
animmax = 100
anim0 = 190,209
anim1 = 210,234
anim2 = 235,259
anim3 = 260,279
anim4 = 280,299
anim5 = 300,318
...

for example
"anim2" is walking and start at frame 235 and end at frame 259 of 2498 frames (the entire animation)
"anim5" is run and start at frame 300 and end at frame 318 of the entire animation

so when FPSC need to make the character walk it use the anim2 that frames from 235 to 259 of the animation
Deadwords
19
Years of Service
User Offline
Joined: 2nd Feb 2005
Location: Canada
Posted: 22nd Sep 2005 00:06 Edited at: 22nd Sep 2005 00:07
For the 50th time, DarkMATTER character models have no bones, so, no FPSC compatiblity
sorry if i've being rude, oh, yea i've being rude...

=-{SKaleX}-= Current Projects: -Insane Killer-=-Chaos Zone-
Renzo
19
Years of Service
User Offline
Joined: 20th Sep 2005
Location: italy
Posted: 22nd Sep 2005 00:35
i think that if the DarkMatter character model have about the same size of the FPSC character probably you can reuse the existing bones and animation from FPSC character ... just neeed to attack the new mesh to to existing skeleton and make some fixing

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